/*
* Copyright (c) 2006-2007 Erin Catto http:
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
// var b2ShapeDef = Class.create();
// b2ShapeDef.prototype =
import b2Shape from './b2Shape';
import b2Vec2 from './../../common/math/b2Vec2';
import b2Math from './../../common/math/b2Math';
import b2Settings from './../../common/b2Settings';
export default class b2ShapeDef {
    constructor() {
        this.type = 0;
        this.userData = null;
        this.localPosition = null;
        this.localRotation = .0;
        this.friction = .2;
        this.restitution = .0;
        this.density = .0;
        // The collision category bits. Normally you would just set one bit.
        this.categoryBits = 0;
        // The collision mask bits. This states the categories that this
        // shape would accept for collision.
        this.maskBits = 0;
        // Collision groups allow a certain group of objects to never collide (negative)
        // or always collide (positive). Zero means no collision group. Non-zero group
        // filtering always wins against the mask bits.
        this.groupIndex = 0;
        this.type = b2Shape.e_unknownShape;
        this.userData = null;
        this.localPosition = new b2Vec2(0.0, 0.0);
        this.localRotation = 0.0;
        this.friction = 0.2;
        this.restitution = 0.0;
        this.density = 0.0;
        this.categoryBits = 0x0001;
        this.maskBits = 0xFFFF;
        this.groupIndex = 0;
    }
    //virtual ~b2ShapeDef() {}
    ComputeMass(massData) {
        massData.center = new b2Vec2(0.0, 0.0);
        if (this.density == 0.0) {
            massData.mass = 0.0;
            massData.center.Set(0.0, 0.0);
            massData.I = 0.0;
        }
        ;
        switch (this.type) {
            case b2Shape.e_circleShape:
                {
                    var circle = this;
                    massData.mass = this.density * b2Settings.b2_pi * circle.radius * circle.radius;
                    massData.center.Set(0.0, 0.0);
                    massData.I = 0.5 * (massData.mass) * circle.radius * circle.radius;
                }
                break;
            case b2Shape.e_boxShape:
                {
                    var box = this;
                    massData.mass = 4.0 * this.density * box.extents.x * box.extents.y;
                    massData.center.Set(0.0, 0.0);
                    massData.I = massData.mass / 3.0 * b2Math.b2Dot(box.extents, box.extents);
                }
                break;
            case b2Shape.e_polyShape:
                {
                    var poly = this;
                    b2Shape.PolyMass(massData, poly.vertices, poly.vertexCount, this.density);
                }
                break;
            default:
                massData.mass = 0.0;
                massData.center.Set(0.0, 0.0);
                massData.I = 0.0;
                break;
        }
    }
}
